Overall notes: Be super careful around the mind link
Overall notes: Use the rapids late, early is not a threat
Notes: Thing crashed lol
Notes: Lajos kinda forgot how to play and gave a rebound
Overall notes: Paladin mode when the deck gets to approx 20 cards so they don't combo, calculate the merva drop doing mills off of velgra plus combo
Notes: He had the nuts
Notes: You need shoto so bad
Overall notes: GG's dont quartz and auto lose the game like an idiot
Overall notes: Easy game for the most part, punish them as hard as you can and stack tamers while waiting for primog then use taunt, rapid, shadow seraphi to neutralise
Overall notes: Crania deffo works if it can establish, that will be the challenge though
Overall notes: Move quickly to not go to time. Don't rush ace, don't be afraid to play for deck out
Overall notes: They deck themselves out, just watch out for their speed
Overall notes: Griiim. Try for deckout most likely.
Notes: Griiim. Try first feckout most likely.
Overall notes: Play around unblockable
Overall notes: Get the crania down and get to clownin
Notes: Get the crania down and get to clownin
Overall notes: Tight game you can't deck them out. You have to win with checks.
Overall notes: If it had unblockable, it could have given me a little trouble
Overall notes: It cannot get in the game vs early shoto
Overall notes: High speed could give you trouble for sure, other than that the raid one can kinda fuck you up as well
Overall notes: Same notes on unblockable, it couldn't close game 2 due to them in security, but was possible if they found it and full combo somehow. Try and keep an unbouncible on field and a shadow in hand for as long as you can in mid to late game once unblcokavle otk becomes a threat.
Overall notes: Deck out using paladin mode. Be very careful to not be too thin as they can trash a lot of cards if they have the setup , merva and two velgr in trash can bash like 11 cards, so always watch out when below 20
Overall notes: Crania and quartz are game winners here
Notes: Crania and quartz are game winners here
Overall notes: Ouch, cab deck you from 30 late game
Overall notes: He missed lethal in game 3
Overall notes: Lel
Overall notes: Doesn't feel bad tbh
Overall notes: If they end the turn then lui promote pull turn back, your death X will trigger as soon as the promo is finished and maybe kill it
Overall notes: Zeni and palladin are god sends, but you need to actually find them which kind of sucks. Realistically you are kind of hoping they do poor maths. You also need to slam many shotos as to avoid getting rekd by shit. Also think about order of operations with blocking. You can didigi velgr to dusk to end the loop. Hard slam paladin and do thier trash only when all 4 velgrs are in trash.
Notes: Close game, just needed 1 more shoto.
Overall notes: You can lock them down quite simply, both aces counter the primark
Overall notes: Seems like a hard conter unless I get good setup
Overall notes: Shadow seraphi comes in huge
Overall notes: Magnamon x was a bit rough, but force attack into shadow seraphi will absolutely destroy them
Overall notes: Watch out for tamer hate, drip feed shotos
Overall notes: Paladin when they are angar swinging can stop them using the analog youth for turn pull, as well as stop them restocking hybrids, which actually can be kinda huge. Also tamer hate goes hard
Overall notes: Game one felt like a brick, passed turn twice at the start of the game. Somehow security tamers and crania managed to absolutely save my ass. I think the fact he couldn't combo two turns in a row helped, so it's not her fastest game on their side but it's still good to know you can win these bricks if you get a bit lucky later in the game.
Overall notes: Quarts and mega gargo key for winning the matchup, turn off shoto or tamer hate them as often as you can, as well as use gargo to stop aces
Overall notes: Watch for the unblockable 5, keep them choked as much as you can. Force attack saves for preventing a manga turn late if you can get lethal to killing a manga, never waste them for draw power.
Notes: He missed lethal XD
Overall notes: Force attacks and control tamers with mega gargo
Overall notes: Don't get greedy with mega gargos, their dp minus is stupid so only ace as and when. Prioritise shotos probably since they never get over 15k so you can just block kill things.
Overall notes: Paladin mode to not deck out and wait to win
Overall notes: Get wide with blockers and they can't win
Overall notes: Took forever to get the closer, but a metric shit ton of blockers and eventually a quartz 1 hour deep gets you the win. The fact that DCGO would no longer let me play tamers or un mind link it is fair to say this could have been finished faster if I was allowed to go wider XD
Overall notes: Great game, watch out for level 5 bird with blocker. And remember that shadow is all turns not just opponents turn
Overall notes: Crania plus mother shotos still wins games
Overall notes: Careful around the bursts, mega gargo will prevent a lot of shenanigans, deck out is a valid way to win the match if you can lock them down hard enough and run them out of mega.
Overall notes: Never let them into the game, try and avoid partition. Use mega garlic to stop primark
Overall notes: Save ways to give blockers for after they kill tamers and use the oguda, getting crania out and then going wide with blockers helps a lot, if you can use rapid gargo combo to kill some of their guys that can really slow them down. Unless you can paladin all their ogudas to the bottom deck, you are playing around surviving the pop and then whittling them down hard afterward, don't promote too many mothers as they can use them to trash more security. You probably won't win by deckout, any time you think they will board clear you, just swing it all in and at least get checks for it
Overall notes: Hold for deck out realistically, crania hard slam helps a lot if possible, to always needed. Drip play shoots if you don't need them all instantly.
Overall notes: Whoopsies ahah, remember the protection
Overall notes: Drop paladin can brick them, and force attacks work since they don't get time to mind link (watch out for if they left it in the stack though). Don't be afraid to lose a couple of mothers. Going with bodies over 10k DP works to keep things alive
Overall notes: Can be tough
Notes: Slow start, had to close put with checks. I cannot keep it going ahah
Overall notes: Save your rapids for when they have a lethal turn unless you have crania on board in which case go wild